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using System.Reflection;
namespace UnityEditor.ShaderGraph
{
[Title("Math", "Interpolation", "Inverse Lerp")]
class InverseLerpNode : CodeFunctionNode
{
public InverseLerpNode()
{
name = "Inverse Lerp";
}
protected override MethodInfo GetFunctionToConvert()
{
return GetType().GetMethod("Unity_InverseLerp", BindingFlags.Static | BindingFlags.NonPublic);
}
static string Unity_InverseLerp(
[Slot(0, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector A,
[Slot(1, Binding.None, 1, 1, 1, 1)] DynamicDimensionVector B,
[Slot(2, Binding.None, 0, 0, 0, 0)] DynamicDimensionVector T,
[Slot(3, Binding.None)] out DynamicDimensionVector Out)
{
return
@"
{
Out = (T - A)/(B - A);
}";
}
}
}